// Copyright 2020-2025 The Defold Foundation
// Copyright 2014-2020 King
// Copyright 2009-2014 Ragnar Svensson, Christian Murray
// Licensed under the Defold License version 1.0 (the "License"); you may not use
// this file except in compliance with the License.
//
// You may obtain a copy of the License, together with FAQs at
// https://www.defold.com/license
//
// Unless required by applicable law or agreed to in writing, software distributed
// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied. See the License for the
// specific language governing permissions and limitations under the License.

#ifndef DMSDK_GAMESYS_RES_MATERIAL_H
#define DMSDK_GAMESYS_RES_MATERIAL_H

#include <dmsdk/graphics/graphics.h>
#include <dmsdk/render/render.h>

namespace dmGameSystem
{
    struct TextureResource;
    struct MaterialResource
    {
        dmRender::HMaterial m_Material;
        // Sorted on sampler appearance in the material
        TextureResource*    m_Textures[dmRender::RenderObject::MAX_TEXTURE_COUNT];
        dmhash_t            m_SamplerNames[dmRender::RenderObject::MAX_TEXTURE_COUNT];
        uint32_t            m_NumTextures;
    };
}

#endif
